Author Topic: New weapons and aliens ideas  (Read 49860 times)

DIGI_Byte

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New weapons and aliens ideas
« Reply #60 on: November 30, 2006, 02:23:35 am »
Quote from: "black adder9"
cant you do a option to close down doors(so they cant open) and u wil need to destroy the doors to enter again(good when humans are almost destroed)
but it can only be done whit a vote and all the doors u selected wil close and canot open again(a teamvote wil take place then)


Func_destructable to complicated to do to working doors but Func_destructable is possible but was never placed in the game.

over all your ideas are stupid i mean come on think about what your saying get rip of the cool factor your thinking these are crap

DIGI_Byte

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New weapons and aliens ideas
« Reply #61 on: November 30, 2006, 02:26:50 am »
Quote from: "Epsilon"
I think the Rifle is the Assualt Rifle of the game. Howeber, I have an idea:

Cryo-Gun

It fires slow moving blue shots that, when it hits a targer, causes low-moderate damage and restricts movement, and leaves a small blue cloud for a moment that is harmful to those who walk through it. Care must be taken when firing it, like the flamethrower and Lucifer cannon: fireing too often starts to freeze the wielder and restrict his movement, as well as causing a little self-damage.


thats a stupid idea one shot and there doomed and it'll me anoying for team mate to move past  'cause .... aww forget it this post is to cr@p to bother

holyknight

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New weapons and aliens ideas
« Reply #62 on: November 30, 2006, 02:29:24 am »
GAAAAH! SO MANY "already posted" IDEAS! STOP!
And why are all these in General Discussion? Shouldn't they be in Feedback?

DIGI_Byte

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New weapons and aliens ideas
« Reply #63 on: November 30, 2006, 02:30:18 am »
Quote from: "Mr.devil"
Rifle Mk2- the same rifle with a drum but a bit slower RoF and has 60 bullets around 75 to 100 credits

Tesla gun- A watered out tesla coil that has extremely short range (like a flamethrower) but does a lot of damage around 600 to 700 credits

Blaster turret- a deployable turret that does not consume power but can only shoot straight ahead and is less powerful than a rifle

Sonic gun- a gun that fires sound blasts that disorientates aliens (like a bastiaks poison gas)


answers:
No

No

Interesting... maybe a usable one like an mg emplacement

Man that so crap....

DIGI_Byte

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New weapons and aliens ideas
« Reply #64 on: November 30, 2006, 02:31:42 am »
Quote from: "holyknight"
GAAAAH! SO MANY "already posted" IDEAS! STOP!
And why are all these in General Discussion? Shouldn't they be in Feedback?

Actually theres isn't a place for this if you think about it...

so general is the next best thing.

Paradox

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New weapons and aliens ideas
« Reply #65 on: November 30, 2006, 03:29:10 am »
I think the idea of destructible doors could work, but if done so you have to blow a door OPEN instead of breaking it.

Could add a whole new element.

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DIGI_Byte

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New weapons and aliens ideas
« Reply #66 on: November 30, 2006, 10:45:21 pm »
Quote from: "Paradox"
I think the idea of destructible doors could work, but if done so you have to blow a door OPEN instead of breaking it.

Could add a whole new element.


PLease no, this is another one of those 'hey this is a great idea and every one likes it, but it would not fit in this game'

techhead

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New weapons and aliens ideas
« Reply #67 on: December 01, 2006, 03:12:07 am »
Can aliens build stuff on doors, preventing them from opening and forcing them to be blown off?
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^Black

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New weapons and aliens ideas
« Reply #68 on: December 06, 2006, 01:40:19 am »
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.

What the fuck? I don't remember posting that, nor does it even make any sense.

TRASHCAT IS NOT AMUSED

holyknight

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New weapons and aliens ideas
« Reply #69 on: December 06, 2006, 02:23:32 am »
Quote from: "^Black"
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.

What the fuck? I don't remember posting that, nor does it even make any sense.

TRASHCAT IS NOT AMUSED

you must have that same diease the guy in "Memento" has. :P
better start taking pictures and write on them about them.

n00b pl0x

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New weapons and aliens ideas
« Reply #70 on: December 06, 2006, 03:03:35 am »
i like the idea of a human gun that freezes/disorients aliens...the 'build on doors to make them stuck' sounds interesting...but yeah id find it quite fun to use a cryo gun or whatever it was called
will sort out my sig, or I will get banned.

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dude11235

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LOLZ
« Reply #71 on: December 06, 2006, 08:09:39 am »
These weapons are so unbalanced, why don't you guys make a game called "Retarded lethargic baby's vs. ULTRASONIC FLYING MACHINES WITH LUCI CANNONS!!!!!!" Here's some weapon ideas:
Baby's
1. Baby rattle
Action: Baby hits himself in head with funny noise thing until he dies.
2. Cry
Action: Whine like a b*tch until your out of breath and immobile.
3. Barf
Action: Makes you cry.

ULTRASONIC FLYING MACHINES WITH LUCI CANNONS!!!!!!
1. BFB
Action: Kills all baby's on map instantly.

dude11235

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LOLZ
« Reply #72 on: December 06, 2006, 08:11:29 am »
you must have that same diease the guy in "Memento" has.
better start taking pictures and write on them about them.

Lol that movie was weird.

holyknight

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Re: LOLZ
« Reply #73 on: December 06, 2006, 08:40:44 am »
Quote from: "dude11235"
Quote from: "holyknight"
you must have that same diease the guy in "Memento" has.
better start taking pictures and write on them about them.


Lol that movie was weird.

indeed

rapha

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New weapons and aliens ideas
« Reply #74 on: December 06, 2006, 08:59:05 pm »
Quote
21:51 <rapha> <quote>I was thinking of advanced
               dretch. When its victim is about to die it gains control of him
               . it cant con or decon anything but go through teslas and
               turrets w/o a problem. and able attack other humans</quote>
21:52 <royale> lawl
21:52 <Mwa> haha
21:52 <Mwa> sounds fun
21:52 <rapha> Hey c'mon
21:52 <rapha> That would rock!
21:52 <rapha> I wonder what the human counter asset would look like...
21:53 <royale> human intel chip on tyrants =O
21:53 <rapha> Maybe the ability to pick small aliens off the floor when
               they're dead, connect them to the defcomp and be able to play
               them.
21:53 <royale> control teh tyrant ftw
21:54 <gareth0> ftw
21:55 <jhaa> make granger spit act like some kind of sperm
21:55 <jhaa> when you shoot it at the human, the human starts to grow little
              aliens inside it
21:56 <jhaa> and after some time he would burst and like 5 swarms (like from
              hive) would spawn out of him
21:56 <jhaa> and attack nearby humans
21:56 <gareth0> excellent idea
21:56 <gareth0> other humans would have to tk him to stop it
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dude11235

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New weapons and aliens ideas
« Reply #75 on: December 06, 2006, 10:21:30 pm »
LOL

Tarhead

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New weapons and aliens ideas
« Reply #76 on: December 07, 2006, 01:23:39 pm »
I think most of those weapons should be in Trem 2.
I would like more buildings like a wall Machine-gun Turret and Teslas :turret:  :tesla:
Also what a about Alien mines?
 am many things.
Evil is in my brain too...

rapha

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New weapons and aliens ideas
« Reply #77 on: December 07, 2006, 02:44:16 pm »
We all are many things.

Besides that:

Can we have Trem 1.1.1 or 1.2.0 first? CAN WE? *whine* (Personally I also wouldn't care if you'd call it Tremulous 2007. Tremulous 06.12 would be better though!)
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Mispeled

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New weapons and aliens ideas
« Reply #78 on: December 07, 2006, 10:45:22 pm »
A non-combat scout alien would be interesting, really low (less than dretch) HP, no attack, and not targeted by turrets.

Risujin

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New weapons and aliens ideas
« Reply #79 on: December 08, 2006, 02:38:38 am »
Quote from: "rapha"
Tremulous 2007

LOL ... we'd have to add vehicles :D

Tarhead

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New weapons and aliens ideas
« Reply #80 on: December 09, 2006, 07:11:58 pm »
I also think there should be beacons 1 evolve or 150 money and that can be destroy and all of your team mate can see how far it is.
 am many things.
Evil is in my brain too...

AzaToth

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New weapons and aliens ideas
« Reply #81 on: December 16, 2006, 01:33:58 am »
I think about something more in line of relative overkill, but contains evil restrictions of use.

One example for Hummies:

Delta Nuke
Idea: Similar usage as Lucifer Cannon, but instead of a bolt, an instant stream of energy is released against the target.
Ammo: 50 pts (75 with battpack), no extra mags
Cost: 1000
Damage: 200 (10 pts) -1000 (50pts) - 1500 (75 pts)
Rate of Fire: theory: always, practically: a "cool down" for 2 to 15 seconds
Speed: instant
Restriction: minimum charge is 10 pts. Each 10 pts of released energy will give the weapon a cool down of 2 seconds and will generate a EM-field in the area (approx 20m radius) surrounding the path of the beam for 1 second, that will disable all electronic equipment for that period of time.

blood2.0

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New weapons and aliens ideas
« Reply #82 on: April 09, 2007, 03:24:47 am »
vcxzet wrote:
I was thinking of advanced dretch. When its victim is about to die it gains control of him . it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  
That would be WAY too powerful, just decon the reactor and bam, aliens win, it would also cause many false griefer alerts. Or was that suggestion a joke?

i like the idea of the advaced drench.  but i think that you should not be able to tell the difrence between it and a normal one and if you kill the guy he doen't die insted he goes down to 1 hp and then he runs back to his base to get helth the drench then blows up. just an idea i know it wont work

Lord Baxter

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New weapons and aliens ideas
« Reply #83 on: April 09, 2007, 08:00:02 am »
i may sound like a toop for saying this but these weapons dont really fit into basic evolution or military strategy. aliens really need to be designed to fit a niche on their team, not just because they are awsome and can shoot flames. and human weapons cant just be cool, they need to have a purpose in grander strategy. sniper rifle would not work against aliens, but something that is good at limiting alien mobility would.

there, ive said it and even if its completely wrong its there
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Glunnator

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New weapons and aliens ideas
« Reply #84 on: April 09, 2007, 11:51:39 am »
I like the idea of the flashlight. For the rest... nah... :-?

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Paradox

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New weapons and aliens ideas
« Reply #85 on: April 09, 2007, 05:28:52 pm »
Quote from: "Glunnator"
I like the idea of the flashlight. For the rest... nah... :-?

Instant flashlight bind:
Code: [Select]
/set lighton r_gamma 2; bind x vstr lightoff;
/set lightoff r_gamma 1.5; bind x vstr lighton;
/bind x vstr lighton;

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Tremhelper

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Re: New weapons and aliens ideas
« Reply #86 on: February 26, 2011, 05:34:33 am »
come and see my article with this, look up improvements for tremulous!